Oh crap, no that thing, first shitstorm and now this.Somehow the SuperCharger are harder to find, this is not fair. (At least they give you that thing that explodes.)Luckily one of these spawned in Infernal Falls while playing Co-op + a Clusternuke dude in that rock. (Because i played it like tons of times.)All the place exploded.

Ok, checked all the 12-16 maps of the v5 version in this v6 version, all seems to run fine, except of map 13, i better wait and do not touch these for the moment until their v6 version.

Bugs and things ZONE.----------EDIT: Oh crap, why i am not telling you this bug, well, i don't know if i can PM you right now but i don't want to put million posts about bugs and bugs and BUGS! help!- k, the extractor can destroy decoration far away, carcass too. LMAO (By clicking fire repeatedly.)- Never use DirectX10 or any version, anything looks horrible, omfg, do not fix this because it's a headache i know.- Look above in my post if you haven't read it, there are more bugs report (I will stop editing that post though.), and i will bomb this place with bugs, there are tons and tons that i forgot when posting.

EDIT2: Another bug, the second piddledoper, when the ammo is under 50, when it can't use stun blast, if you use the two fire modes, the second piddledoper just fires laser and piddlespheres at same time, and it wastes less ammo somehow.

EDIT3: Yo, i decided to complete EXU2 1-11 maps in one day (Offline coop mode, easy difficulty.), i have done most maps in a single try (Without save games.), it was easier than expected, though i have skip some parts of maps because some of them were pretty hard. (Gauntlet for example, i have skipped to the last part, also i got the LRPC, again.)I got 3 Seed Seeds and 3 LRPC packs for the LRPC.

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I was afk that's why the time shows 1 hour.

Oh, and a little bug that idk if it's bug, look at the EXUKrall fire offset...

That looks pretty damn sweet and I particularly love the architecture and small touches like the re-supplying crates, but the gameplay raises some questions.

Is that trash dumpster trapping of the Charger the intended path to complete the encounter, or is it just a fun little option you built in? If the former, is that even communicated to the player?

Also, what about the doors at the exit? Are they destructible from the start, and you can just pass through and leave as soon as you get there? If they become destructible later, is there an indicator for it? etc.

There are messages at the start indicating that the only way to stop the charger is to trap it, though I will add an in-game broadcast as well as a reminder. You can lure it into one of three different dumpsters. Also, you only face a Superb Charger on Hard and Unreal difficulty - Easy and Medium get a modified, indestructible Psycho / Ultra Charger, respectively.

The doors are destructible from the very beginning, but only the Tachyon Driver has enough front-loaded firepower to destroy them. Also hinted at via messages, but may need to be more overt.

The door can be destroyed with a Munitions Flare too, or a artillery missile.A ultra charger for easy and medium is too much because that thing can insta hit you and it pushes you to the f*ck away, what about a standard Super Charger or a healthly Psycho Charger?

----------EDIT: More bugs zone.

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- Pawns can dodge while stunned.- When player dies while the pawn is stunned, the stun effect stops and continues when you stun it again.Example: The pawn has 30 seconds of stun, the player dies, the stun effect stops, the player stuns again and then continues with the 30 seconds of stun...- The Translocator disc can go through the block all with help of a splash damage weapon. (Piddledoper)Example: Let's activate the artillery missiles event from Shitstorm by bugging the translocator! Yay, Score!- Remove the objects from Doomhouse in Corruption (There is a ShieldBelt with Shit ammo.), since you can go back with the bug of above, also check the corruption of doomhouse if there is something there.- The Extractor can reach monsters through thin walls (I only have done it with movers, what about Brushes?).- The Hyper Flakker, Piddledoper and Extractor's gore blast can go through thin walls plus some flares.- All the Projectiles which scorch can damage enemies through walls.- This is just a engine bug but pawns can see you through movers, also projectiles with splash damage can hit pawns through movers too, that means that the gameplay is slightly different to Offline Co-op mode.- Small BSP bug in the Archdemon cave, in one of these volcanos.- Idk if this is a bug but it's possible to make the shit canister to hit monsters in mid-air, when you shoot it from the water.- Oldskool.

Things or problems zone...

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- Actually Soul Storage, Gauntlet of Pain and Frostclaw are heavily harder compared to the other maps in Easy Co-op. (Because of the fast respawning guys, for me Soul Storage is the harder to pass without being reckt while in frostclaw, some times i pass it, until a Shrapnel Mercenary spawns in your face, remove them for that difficulty, about the Gauntlet of Pain, i can skip it by bugging the translocator, because is harder than Soul Storage, i mean, it's f*cking impossible unless you spam flares and you have some crazy luck.- The music with the respawning guys trigger from Shitstorm can be skipped, until a certain time, what about activate that trigger when you go close to the main place? The fighters will kill the guy who cheat. xD- The first gas burst trigger from Infernal Falls can be skipped, at least! In harder difficulties if that thing activates, the hell hoe too!- The hidden RFPC gives you 200 ammo the first time you pick it, only happens in Co-op. (Offline and Online, which is good.)- I know every item of Damnation and actually i can speedrun it like crazy in every difficulty, ohh yeahhh! (Until the stupid clusternuke spawns and throws a ball in my godamn face.)- v6.16 and v6.66?- Holy joltstones in Unreal Co-op are your best friend!- Idk what is going on with the Medium and Hard difficulties, i don't play them.- EXU2BI is being G59? Why there is a captain monster with a name? (New Doom Arena)

I just got my old EXU2 server box up and running again today. (It is still on ver. 5.0)Want to update the EXU on it, and on my Ecoop servers, but if the next updateis gonna be out soon, I will wait for it.

I just got my old EXU2 server box up and running again today. (It is still on ver. 5.0)Want to update the EXU on it, and on my Ecoop servers, but if the next updateis gonna be out soon, I will wait for it.

I'd like to have something to release by summer if possible, though progress is always slower than I expect!

I just got my old EXU2 server box up and running again today. (It is still on ver. 5.0)Want to update the EXU on it, and on my Ecoop servers, but if the next updateis gonna be out soon, I will wait for it.

I'd like to have something to release by summer if possible, though progress is always slower than I expect!

This is good. Everything takes me way too long also. (5 years of testing Demo 4? 5?? Tested so long I forgot what I had on there....)Maybe I still have time to give you some feedback & input.

Slammed v6.0 on my servers yesterday. Only 1 major issue. Noticed a few minor HUD glitches in testing, but want to make sure theyare not due to some config error on my end before I bore you with them.

The "major" issue is the RMusicPlayer.

Is there any way you could make that optional, or just not used at all for coopgames?(Or perhaps revert back to the version included with demo4...... )

EXU2 v.6.0 global online status ATM:

Clients can only connect to Jaypeezy's server if they have the RMusicPlayerfiles included with v6.0 already installed. If not, UT crashes due to the missing dll.

Clients can only connect to my servers if they have NO RMusicPlayer files installed, orhave the old version. If no RMusicPlayer installed, dummy file is sent. They can playbut no music. If they do have the old version installed, music plays great, if theyhave the new music files local. If RMP version included with v6.0 is installed, mismatch.....

Neither config is ideal. .afCore created the linux server specific RMusicPlayer.u fileand the dummy file I have on the redirect that makes this work with the older version.But I haven't heard from him in well over a year. I have a vague idea of what he did, butdoubt I would be able to even explain it well, let alone recreate it for the newer version.

And that isn't even a good solution, as it would only help me. (And not that much...)Even if Raven decided to work on it again and make a linux server version, that wouldstill have the same issue. No .dll on client. No .so on client. etc....

If there was a way to just turn all the music off for coopgames, that would be the easy fix.

The music is great, and RMusicPlayer is great also, offline. Online it is giving me a headache.

Horrible solution. You'd have 200MB wav files packaged up into a highly lossy format. There's a reason people don't do this.

As for the RMusicPlayer coop stuff, I don't even know for sure if that's possible... and honestly can't really invest a lot of time into researching it since it's kind of an edge case. I run dedicated servers for testing all the time and never have issues, but it's a windows machine. Maybe a windows VM would be a good call.